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LEGEND OF WUKONG
Role-playing game (RPG)|
for Sega Genesis / Mega Drive
Produced by Gamtec, Legend of Wukong was originally published in Taiwan under
the title Wukong Waichuan, in 1996. At the time, it was referred to as the
first all new, all original Chinese language role-playing game to be created
for the Sega Mega Drive.
In 2007, Super Fighter Team began work on an English localized and heavily
improved version of the game, now titled Legend of Wukong, with the blessing
of Gamtec. The finished product was first released worldwide on December 3, 2008,
for use with all NTSC and PAL based Genesis, Mega Drive and compatible video
What appears below is a detailed account of the development process
undertaken by Super Fighter Team in order to prepare Legend of Wukong for
its official, worldwide release.
All of the game's text, as well as the text from its instruction manual,
was translated from into English, then heavily edited and rewritten for
clarity, as well as to add depth, excitement, humor, et cetera.
The existing text display routines were quite limited in terms of flexibility
and appearance, and were therefore completely reprogrammed to be more functional
When an enemy poisoned one of the heroes, the name of their magical attack
was randomly selected from the list of all the game's available spells, rather
than being correctly identified as a poison attack. A new routine was added
that instead refers to this particular attack by the name Poison Cloud.
When the battle routine began, the tempo of the game's music was increased
to fit with the hectic pace of combat. Once a battle had ended, however, the
tempo did not return to normal, causing all music to play at a quicker tempo
than normal. Now, the tempo only increases during battle and returns to
normal once the battle has ended.
The Taming Scroll item couldn't be given to another hero. Instead, this item
disappeared when one of the heroes attempted to give it to another hero via
the game's Give option. This bug was fixed.
The only way to revive a fainted hero was to use the Life Pill. However this
method wasn't very useful during battle as it only restores the hero with
20 HP, leaving them extremely vulnerable to enemy attacks. A special,
new spell named Life Restore was created to overcome this issue. When used,
it revives one fainted hero, and starts them off with 150 HP.
The Poison Cure magic had the bizarre side effect of also being able to
revive a fainted hero, albeit as a zombie who is unable to
attack or be attacked. Thus, if all heroes but the zombified
hero were defeated in battle, the game would get stuck in an endless loop.
The Poison Cure magic was reprogrammed to no longer produce the undesired
When all of the heroes were defeated in battle, the game would automatically
attempt to load the most recently saved game. If no saved games existed, the
game would restart in the most recently visited town. However in both cases,
incorrect statistical data was processed, which could result in a wide array
of problems. Now, whenever all of the heroes are defeated in battle, the game
gives the player the chance to start a new game or load a previously saved one.
In either instance, the correct statistical data is always processed.
Some item chests could be opened, and their items taken, more than once, so
long as the player didn't move the heroes away from the chests between attempts.
This design oversight was corrected.
Some item chests could not be opened because they were placed at inaccessible
points of the map. These particular item chests were moved so that the player
could approach and open them.
When attempting to sell an item, when the No option was selected, the hero
kept the selected item but also received payment for it. This faulty behavior
While enemy damage and healing values from the use of magic spells are both
calculated separately by the game, both of these values were applied when a
healing spell was used by one of the heroes. This resulted in enemies
mistakenly taking minor damage when a hero used a healing spell. The healing
spells were reprogrammed to no longer deal damage to enemies.
When one hero tried to use certain healing or status increasing items for
another hero's benefit, the result was incorrectly applied to the user
instead of their intended target. The desired effect is now implemented.
Certain enemies appeared during battle with graphical errors, and / or incorrect
colors on the map. These problems were fixed.
Messages shown during battle disappeared too quickly, sometimes making them
difficult to read. The duration of their appearance on the screen was increased.
Certain characters appeared on the map with incorrect colors. This was
The game locked up when the Sega CD and / or 32X were in attached and in use.
The routines responsible for this behavior were reprogrammed to provide full
compatibility with these expansion units.
The amount of damage dealt to enemies was often incorrectly reported to the
player, as the game didn't always complete its calculations until after an
amount had been displayed on the screen. Now, the calculations are completed
before an amount is displayed, so the player is always given an accurate
When one of the heroes leveled up following a battle, his or her name was not
displayed above the status window. This could result in the player being
confused as to which hero leveled up. The routine responsible was modified
to display the name of the hero leveling up at the top of the status screen.
When one of the heroes was poisoned, he or she was hurt when the attack
first hit, and only hurt thereafter when walking on the map. A poisoned hero
will now take damage during every round of combat until they faint or are
The Power Drain magic sapped a certain amount of HP from the target enemy,
but neglected to apply that amount to the HP of the spell caster. The spell's
behavior was reprogrammed to both sap HP from the enemy and heal the spell
caster for that same amount.
Certain portions of the map erroneously featured village entrance spots or
blocked paths in odd places. Significant map errors were therefore corrected.
In addition to healing the heroes, the Group Heal magic incorrectly added
20 MP when used. This improper behavior was removed.
It was originally possible to select battle options for a fainted hero,
although they wouldn't actually be performed. Fainted heroes can no longer
take any action during battle unless they are first revived.
One of the important characters in the game was, though very rarely, originally
able to walk outside of the village borders and into the sea, making it
impossible for the player to reach him. Now, the formerly affected character
simply stands in one spot.
It was initially possible for the heroes to escape from certain boss enemies,
which could cause problems in the game as boss enemies aren't meant to be
escaped from. This possibility was removed from the program, meaning all boss
enemies must be properly defeated in order for the game to progress.
When a hero was poisoned by the enemy and later cured, their status text on
the battle menu could remain red colored instead of correctly returning to
the proper white color. Once cured of poison, the previously affected status
text now correctly returns to its original white color.
All attacks hit every time; there's no way to miss the enemy or for the enemy
to miss the heroes. Therefore a special, new routine was added to calculate
the potential for an attack to miss the intended target. When this happens,
the damage is displayed on the screen as 0.